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<H2>class  <A HREF="#DOC.DOCU">osg::Vec4</A></H2></H2><BLOCKQUOTE>General purpose float quad, uses include representation of colour coordinates.</BLOCKQUOTE>
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<P><DL>
<DT><H3>Public Fields</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.137.4">_v</A></B>[4]
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<DT><H3>Public Methods</H3><DD><DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.137.1">Vec4</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.137.2">Vec4</A></B>(float <!1><A HREF="Vec4.html#DOC.2.137.13">x</A>, float <!1><A HREF="Vec4.html#DOC.2.137.14">y</A>, float <!1><A HREF="Vec4.html#DOC.2.137.15">z</A>, float <!1><A HREF="Vec4.html#DOC.2.137.16">w</A>)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.137.3">Vec4</A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v3, float <!1><A HREF="Vec4.html#DOC.2.137.16">w</A>)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   const bool <B><A HREF="#DOC.2.137.5">operator == </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; v) const 
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   const bool <B><A HREF="#DOC.2.137.6">operator != </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; v) const 
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   const bool <B><A HREF="#DOC.2.137.7">operator <  </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; v) const 
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   float* <B><A HREF="#DOC.2.137.8">ptr</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   const float* <B><A HREF="#DOC.2.137.9">ptr</A></B>() const 
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   void <B><A HREF="#DOC.2.137.10">set</A></B>( float <!1><A HREF="Vec4.html#DOC.2.137.13">x</A>, float <!1><A HREF="Vec4.html#DOC.2.137.14">y</A>, float <!1><A HREF="Vec4.html#DOC.2.137.15">z</A>, float <!1><A HREF="Vec4.html#DOC.2.137.16">w</A>)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   float&amp; <B><A HREF="#DOC.2.137.11">operator [] </A></B>(const int i)
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   float <B><A HREF="#DOC.2.137.12">operator [] </A></B>(const int i) const 
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   float&amp; <B><A HREF="#DOC.2.137.13">x</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   float&amp; <B><A HREF="#DOC.2.137.14">y</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   float&amp; <B><A HREF="#DOC.2.137.15">z</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   float&amp; <B><A HREF="#DOC.2.137.16">w</A></B>()
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   float <B><A HREF="#DOC.2.137.17">x</A></B>() const 
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   float <B><A HREF="#DOC.2.137.18">y</A></B>() const 
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   float <B><A HREF="#DOC.2.137.19">z</A></B>() const 
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   float <B><A HREF="#DOC.2.137.20">w</A></B>() const 
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   unsigned long <B><A HREF="#DOC.2.137.21">asABGR</A></B>() const 
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   const unsigned long <B><A HREF="#DOC.2.137.22">asRGBA</A></B>() const 
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   const bool <B><A HREF="#DOC.2.137.23">valid</A></B>() const 
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   const bool <B><A HREF="#DOC.2.137.24">isNaN</A></B>() const 
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   float <B><A HREF="#DOC.2.137.25">operator * </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs) const 
<DD><I>dot product</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.137.26">operator * </A></B>(const float rhs) const 
<DD><I>multiply by scalar</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.137.27">operator *= </A></B>(const float rhs)
<DD><I>unary multiply by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.137.28">operator / </A></B>(const float rhs) const 
<DD><I>divide by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.137.29">operator /= </A></B>(const float rhs)
<DD><I>unary divide by scalar</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.137.30">operator + </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs) const 
<DD><I>binary vector add</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.137.31">operator += </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs)
<DD><I>unary vector add.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.137.32">operator - </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs) const 
<DD><I>binary vector subtract</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   <!1><A HREF="Vec4.html">Vec4</A>&amp; <B><A HREF="#DOC.2.137.33">operator -= </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs)
<DD><I>unary vector subtract</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   const <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.137.34">operator - </A></B>() const 
<DD><I>negation operator.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   const float <B><A HREF="#DOC.2.137.35">length</A></B>() const 
<DD><I>Length of the vector = sqrt( vec .</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   const float <B><A HREF="#DOC.2.137.36">length2</A></B>() const 
<DD><I>Length squared of the vector = vec .</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline   const float <B><A HREF="#DOC.2.137.37">normalize</A></B>()
<DD><I>normalize the vector so that it has length unity returns the previous length of the vector</I>
</DL></P>

</DL>

<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>General purpose float quad, uses include representation
of colour coordinates.
No support yet added for float * Vec4 - is it necessary?
Need to define a non-member non-friend operator*  etc.
Vec4 * float is okay</BLOCKQUOTE>
<DL>

<A NAME="Vec4"></A>
<A NAME="DOC.2.137.1"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec4()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Vec4"></A>
<A NAME="DOC.2.137.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec4(float <!1><A HREF="Vec4.html#DOC.2.137.13">x</A>, float <!1><A HREF="Vec4.html#DOC.2.137.14">y</A>, float <!1><A HREF="Vec4.html#DOC.2.137.15">z</A>, float <!1><A HREF="Vec4.html#DOC.2.137.16">w</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Vec4"></A>
<A NAME="DOC.2.137.3"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> Vec4(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v3, float <!1><A HREF="Vec4.html#DOC.2.137.16">w</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_v"></A>
<A NAME="DOC.2.137.4"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _v[4]</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator == "></A>
<A NAME="DOC.2.137.5"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   const bool operator == (const <!1><A HREF="Vec4.html">Vec4</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator != "></A>
<A NAME="DOC.2.137.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   const bool operator != (const <!1><A HREF="Vec4.html">Vec4</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator <  "></A>
<A NAME="DOC.2.137.7"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   const bool operator <  (const <!1><A HREF="Vec4.html">Vec4</A>&amp; v) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="ptr"></A>
<A NAME="DOC.2.137.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   float* ptr()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ptr"></A>
<A NAME="DOC.2.137.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   const float* ptr() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="set"></A>
<A NAME="DOC.2.137.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   void set( float <!1><A HREF="Vec4.html#DOC.2.137.13">x</A>, float <!1><A HREF="Vec4.html#DOC.2.137.14">y</A>, float <!1><A HREF="Vec4.html#DOC.2.137.15">z</A>, float <!1><A HREF="Vec4.html#DOC.2.137.16">w</A>)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
<A NAME="DOC.2.137.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   float&amp; operator [] (const int i)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator [] "></A>
<A NAME="DOC.2.137.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   float operator [] (const int i) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="x"></A>
<A NAME="DOC.2.137.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   float&amp; x()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="y"></A>
<A NAME="DOC.2.137.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   float&amp; y()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="z"></A>
<A NAME="DOC.2.137.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   float&amp; z()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="w"></A>
<A NAME="DOC.2.137.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   float&amp; w()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="x"></A>
<A NAME="DOC.2.137.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   float x() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="y"></A>
<A NAME="DOC.2.137.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   float y() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="z"></A>
<A NAME="DOC.2.137.19"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   float z() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="w"></A>
<A NAME="DOC.2.137.20"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   float w() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="asABGR"></A>
<A NAME="DOC.2.137.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   unsigned long asABGR() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="asRGBA"></A>
<A NAME="DOC.2.137.22"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   const unsigned long asRGBA() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="valid"></A>
<A NAME="DOC.2.137.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   const bool valid() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="isNaN"></A>
<A NAME="DOC.2.137.24"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   const bool isNaN() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.137.25"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   float operator * (const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs) const </B></TT>
<DD>dot product
<DL><DT><DD></DL><P>
<A NAME="operator * "></A>
<A NAME="DOC.2.137.26"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   <!1><A HREF="Vec4.html">Vec4</A> operator * (const float rhs) const </B></TT>
<DD>multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator *= "></A>
<A NAME="DOC.2.137.27"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   <!1><A HREF="Vec4.html">Vec4</A>&amp; operator *= (const float rhs)</B></TT>
<DD>unary multiply by scalar
<DL><DT><DD></DL><P>
<A NAME="operator / "></A>
<A NAME="DOC.2.137.28"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   <!1><A HREF="Vec4.html">Vec4</A> operator / (const float rhs) const </B></TT>
<DD>divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator /= "></A>
<A NAME="DOC.2.137.29"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   <!1><A HREF="Vec4.html">Vec4</A>&amp; operator /= (const float rhs)</B></TT>
<DD>unary divide by scalar
<DL><DT><DD></DL><P>
<A NAME="operator + "></A>
<A NAME="DOC.2.137.30"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   <!1><A HREF="Vec4.html">Vec4</A> operator + (const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs) const </B></TT>
<DD>binary vector add
<DL><DT><DD></DL><P>
<A NAME="operator += "></A>
<A NAME="DOC.2.137.31"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   <!1><A HREF="Vec4.html">Vec4</A>&amp; operator += (const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs)</B></TT>
<DD>unary vector add.  Slightly more efficient because no temporary
intermediate object
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
<A NAME="DOC.2.137.32"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   <!1><A HREF="Vec4.html">Vec4</A> operator - (const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs) const </B></TT>
<DD>binary vector subtract
<DL><DT><DD></DL><P>
<A NAME="operator -= "></A>
<A NAME="DOC.2.137.33"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   <!1><A HREF="Vec4.html">Vec4</A>&amp; operator -= (const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs)</B></TT>
<DD>unary vector subtract
<DL><DT><DD></DL><P>
<A NAME="operator - "></A>
<A NAME="DOC.2.137.34"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   const <!1><A HREF="Vec4.html">Vec4</A> operator - () const </B></TT>
<DD>negation operator.  Returns the negative of the Vec4
<DL><DT><DD></DL><P>
<A NAME="length"></A>
<A NAME="DOC.2.137.35"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   const float length() const </B></TT>
<DD>Length of the vector = sqrt( vec . vec )
<DL><DT><DD></DL><P>
<A NAME="length2"></A>
<A NAME="DOC.2.137.36"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   const float length2() const </B></TT>
<DD>Length squared of the vector = vec . vec
<DL><DT><DD></DL><P>
<A NAME="normalize"></A>
<A NAME="DOC.2.137.37"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline   const float normalize()</B></TT>
<DD>normalize the vector so that it has length unity
returns the previous length of the vector
<DL><DT><DD></DL><P></DL>

<HR><DL><DT><B>This class has no child classes.</B></DL>

<DL><DT><DT><B>Friends:</B><DD>  inline std::ostream& operator << (std::ostream& output, const <!1><A HREF="Vec4.html">Vec4</A>& vec)<BR><DD></DL><P><P><I><A HREF="index.html">Alphabetic index</A></I> <I><A HREF="HIER.html">HTML hierarchy of classes</A> or <A HREF="HIERjava.html">Java</A></I></P><HR>
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